The default shaders that cast/recieve shadows won't render backwards facing polygons, meaning they never get written to the buffer, and so you end up getting shadow information for the wrong thing. Either the shadow information of the other, forward facing, side or for whatever's rendered behind the polygon.
nice! is it possible to animate the "turbulence" and initial velocity of the noise in its current state? or is its current speed like its default? I feel like some anticipation would go a long way. I'm pretty sure I follow your thread on RealtimeVFX too XD
So I created the Kart Driver model, and today am in the process of rigging him in Maya. You’ll notice some odd deformations around the legs. That’s because I’m right smack in the middle of adjusting the default weighting on the model. Looking forward to animating this guy to ride around in the Karts!
Zbrush Maya xNormal Unity Photoshop Xnview (beeesttt Multipurpose Image viewer EVER!!) Maya's default UVtools are aight I don't see why people go the extra 20 miles to have luxurious uving tools its pretty boring where ever you're doing it
You can crease in Max by selecting your edges and ramping up the Crease value located under the Edit Edges section of Edge component mode. One thing I don't like about creasing in Max is there's no default feedback (like Maya has) that shows an edge is creased.
Does this happen no matter which method you try (the big texture button on the default layout, file > texture > import, and texture > import) ? Have you used a dual-monitor setup recently where maybe it is trying to pop open the dialog window outside your current monitor?
The home page is a bit distracting and hard to read since the text is blending in with the brown background. Consider getting rid of the homepage and have the gallery be the default since that's what matters most, your art. The work quality is fantastic so you've done well on the hard part. Great job.
Found the issue: somehow this mesh has Smooth Mesh options set to use "OpenSubdiv Catmull-Clark Adaptive" instead of the default "OpenSubdiv Catmull-Clark". I am not sure this is by design or simply a bug with Maya 2018 on macOS platform (as the Adaptive algorithm is only recently enabled for macOS)
Yeah plenty of great looking stuff in Unity. If you don't like the default shaders then have a look at the Strumpy shader editor http://forum.unity3d.com/threads/56180-Strumpy-Shader-Editor-Now-Open-Source (edit) Although it seems people are having trouble with it for the Unity 4 version.
Could be several things: Are the lights turned off or deleted? Is the scene setup to be light by scene lights or default ones? Are you using mental ray materials or just the base ones? If you could get a few scrrencaps or your settings I'm sure someone could figure it out. :)